Hey everyone!
A while before launching IRON NEST, I made a post here asking for advice on paid marketing campaigns for indie games. Quite a few people were interested in the topic, so I promised I'd come back and share some actual results once we had something worth talking about.
Well, here we are!
First, a bit of context.
We're a two-person indie team, and we didn't originally plan to have a significant marketing budget at all.
Our entire marketing budget came from our community supporting us on Patreon. By launch, that support had grown to approximately $40,000, and we decided to reinvest all of it into promoting the game.
Since that money came directly from our players, we wanted to make the most of every dollar.
We ended up splitting the budget between two very different approaches:
- ~$20,000 - Jester (short-form creator content)
- ~$20,000 - Paid ads (Reddit, X, Meta, and Google)
And honestly, the biggest lesson was that these two approaches served completely different purposes.
1. Jester - Great for awareness, not necessarily for measurable conversions
We initially planned to spend $10,000 on Jester, but eventually increased it to $20,000.
For anyone unfamiliar with Jester, it's a platform that helps you run large-scale campaigns through short-form creator content.
My objective was very specific: I wanted IRON NEST to be everywhere on launch day.
I'm personally not a huge believer in relying on individual streamers for a game's launch. Instead, I wanted a huge number of short videos circulating simultaneously, creating the feeling that the game was suddenly appearing everywhere.
And that's exactly what Jester helped us achieve.
We specifically arranged for the campaign budget to be spent on launch day rather than spread across several weeks.
A few observations:
Geographic reach: I'd previously heard concerns about Jester campaigns generating views primarily from lower-value advertising markets. That wasn't our experience. Our campaign reached predominantly Tier 1 markets, particularly the US and European countries such as Germany and France.
Of course, this doesn't mean every campaign will achieve the same geographic distribution, but I was genuinely happy with ours.
Views: We ended up generating several times more views than initially projected. From a pure reach perspective, the campaign significantly exceeded our expectations.
Flexibility: One thing I appreciated was how open the team was to customizing the campaign. Their CEO, was approachable and willing to discuss different approaches. If you're considering running a campaign, I'd recommend speaking directly with them about what you actually want to achieve.
Budget: Based on our experience, I personally wouldn't feel the need to spend significantly more than $20,000 on this kind of launch-day campaign. For our objectives, that was already a substantial amount of exposure.
However, there's one important distinction:
Jester is an awareness tool, not a performance marketing tool.
If you're looking for precise data showing how many copies your campaign sold, this probably isn't the right approach.
You're paying to generate visibility, reach, and short-form content at scale.
For a launch or major announcement, I think that can be extremely valuable. But you need to understand what you're buying.
2. Paid ads - Where we focused on conversions
The other $20,000 went toward traditional paid advertising.
We tested four platforms:
- Reddit Ads
- X Ads (Twitter)
- Meta Ads (Facebook/Instagram)
- Google Ads
Unlike Jester, our objective here was much more performance-oriented.
We wanted to understand how effectively paid traffic could convert into actual Steam sales.
Now, anyone who's tried running ads for a Steam game knows that attribution is a nightmare.
A significant portion of traffic and purchases isn't directly attributable to individual campaigns, so you can't simply look at your dashboard and know exactly how many copies each platform sold.
Instead, we worked with the trackable traffic we had, compared campaign performance, and used estimates and benchmarks to evaluate the results.
These are observations from our own campaign, not universal conclusions.
Our ranking of paid advertising platforms
1. Reddit Ads - One of our best performers
Reddit delivered some of the most promising results in terms of cost efficiency and estimated conversion performance.
Given how specific gaming communities can be, I think there's a lot of potential here for indie developers who understand their target audience.
2. X Ads - Equally impressive
X was another standout.
We managed to generate very competitive results, and alongside Reddit, it became one of our two preferred advertising platforms.
If I were running another campaign tomorrow, these are the two platforms I'd prioritize testing first.
3. Meta Ads - Decent, but harder to evaluate
Meta wasn't necessarily bad.
The biggest issue was attribution. More of the traffic became difficult to track, making it harder to estimate actual sales performance confidently.
Because of that uncertainty, I'd put Meta in a second tier for our particular campaign.
4. Google Ads - Our weakest performer
Google delivered the least convincing results for us.
That's not to say Google Ads can't work for indie games. Our campaign settings, targeting, creatives, and optimization almost certainly influenced the outcome.
But based on our initial tests, it was the platform I'd be least inclined to prioritize again without a different strategy.
3. So, what did we learn?
The biggest takeaway is that awareness marketing and conversion-focused marketing shouldn't be judged by the same metrics.
Jester was excellent for generating a huge amount of visibility in a short period of time.
Reddit and X were much more useful for evaluating the cost efficiency of paid traffic and estimating conversion performance.
Neither approach necessarily replaces the other.
If I were doing it again, I'd probably stick with a similar overall philosophy:
- Use short-form creator campaigns to generate widespread awareness around major moments.
- Use Reddit and X ads for more conversion-oriented campaigns.
- Avoid treating views as equivalent to sales.
- Be extremely careful about drawing conclusions from Steam's incomplete attribution data.
And most importantly, remember that what worked for IRON NEST won't necessarily work for every indie game.
Genre, audience, creative quality, timing, and campaign setup all matter enormously.
4. One last thing
I know $40,000 is a substantial amount of money for many indie developers. It certainly was for us.
We were incredibly fortunate to have a community willing to support our project through Patreon, and I'm genuinely grateful that we had the opportunity to experiment with a marketing budget we originally never expected to have.
I wanted to share these observations because I was the one asking questions here before our launch, and I know how difficult it can be to find useful information about paid marketing from other indie developers.
I'll try to share more post-launch breakdowns over time, including things that worked, things that didn't, and mistakes we've made along the way.
Hopefully, this helps someone planning their own launch.
And if you've run paid campaigns for your own indie game, I'd genuinely love to hear how your results compare, especially on Reddit and X!